Mercurial > cortex
view org/body.org @ 569:1943a5313f40
fix minor problem.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Mon, 16 Jun 2014 11:26:41 -0400 |
parents | da311eefbb09 |
children |
line wrap: on
line source
1 #+title: Building a Body2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating a body (movement, touch, proprioception) in jMonkeyEngine3.5 #+SETUPFILE: ../../aurellem/org/setup.org6 #+INCLUDE: ../../aurellem/org/level-0.org8 * Design Constraints10 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is11 determined by the requirements of the AI that will use them. The12 bodies must be easy for an AI to sense and control, and they must be13 relatively simple for jMonkeyEngine to compute.15 # I'm a secret test! :P16 ** Bag of Bones18 How to create such a body? One option I ultimately rejected is to use19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh20 which describes the creature's entire body. To this you add an21 skeleton which deforms this mesh. This technique is used extensively22 to model humans and create realistic animations. It is hard to use for23 my purposes because it is difficult to update the creature's Physics24 Collision Mesh in tandem with its Geometric Mesh under the influence25 of the armature. Without this the creature will not be able to grab26 things in its environment, and it won't be able to tell where its27 physical body is by using its eyes. Also, armatures do not specify any28 rotational limits for a joint, making it hard to model elbows,29 shoulders, etc.31 ** EVE33 Instead of using the human-like "deformable bag of bones" approach, I34 decided to base my body plans on the robot EVE from the movie wall-E.36 #+caption: EVE from the movie WALL-E. This body plan turns out to37 #+caption: be much better suited to my purposes than a more38 #+caption: human-like one.39 [[../images/Eve.jpg]]41 EVE's body is composed of several rigid components that are held42 together by invisible joint constraints. This is what I mean by43 "eve-like". The main reason that I use eve-style bodies is so that44 there will be correspondence between the AI's vision and the physical45 presence of its body. Each individual section is simulated by a46 separate rigid body that corresponds exactly with its visual47 representation and does not change. Sections are connected by48 invisible joints that are well supported in jMonkeyEngine. Bullet, the49 physics backend for jMonkeyEngine, can efficiently simulate hundreds50 of rigid bodies connected by joints. Sections do not have to stay as51 one piece forever; they can be dynamically replaced with multiple52 sections to simulate splitting in two. This could be used to simulate53 retractable claws or EVE's hands, which are able to coalesce into one54 object in the movie.56 * Solidifying the Body58 Here is a hand designed eve-style in blender.60 #+attr_html: width="755"61 [[../images/hand-screenshot0.png]]63 If we load it directly into jMonkeyEngine, we get this:65 #+name: test-166 #+begin_src clojure67 (def hand-path "Models/test-creature/hand.blend")69 (defn hand [] (load-blender-model hand-path))71 (defn setup [world]72 (let [cam (.getCamera world)]73 (println-repl cam)74 (.setLocation75 cam (Vector3f.76 -6.9015837, 8.644911, 5.6043186))77 (.setRotation78 cam79 (Quaternion.80 0.14046453, 0.85894054, -0.34301838, 0.3533118)))81 (light-up-everything world)82 (.setTimer world (RatchetTimer. 60))83 world)85 (defn test-hand-186 ([] (test-hand-1 false))87 ([record?]88 (world (hand)89 standard-debug-controls90 (fn [world]91 (if record?92 (Capture/captureVideo93 world94 (File. "/home/r/proj/cortex/render/body/1")))95 (setup world)) no-op)))96 #+end_src99 #+begin_src clojure :results silent100 (.start (cortex.test.body/test-one))101 #+end_src103 #+begin_html104 <div class="figure">105 <center>106 <video controls="controls" width="640">107 <source src="../video/ghost-hand.ogg" type="video/ogg"108 preload="none" poster="../images/aurellem-1280x480.png" />109 </video>110 <br> <a href="http://youtu.be/9LZpwTIhjzE"> YouTube </a>111 </center>112 <p>The hand model directly loaded from blender. It has no physical113 presence in the simulation. </p>114 </div>115 #+end_html117 You will notice that the hand has no physical presence -- it's a118 hologram through which everything passes. Therefore, the first thing119 to do is to make it solid. Blender has physics simulation on par with120 jMonkeyEngine (they both use bullet as their physics backend), but it121 can be difficult to translate between the two systems, so for now I122 specify the mass of each object as meta-data in blender and construct123 the physics shape based on the mesh in jMonkeyEngine.125 #+name: body-1126 #+begin_src clojure127 (defn physical!128 "Iterate through the nodes in creature and make them real physical129 objects in the simulation."130 [#^Node creature]131 (dorun132 (map133 (fn [geom]134 (let [physics-control135 (RigidBodyControl.136 (HullCollisionShape.137 (.getMesh geom))138 (if-let [mass (meta-data geom "mass")]139 (do140 ;;(println-repl141 ;; "setting" (.getName geom) "mass to" (float mass))142 (float mass))143 (float 1)))]144 (.addControl geom physics-control)))145 (filter #(isa? (class %) Geometry )146 (node-seq creature)))))147 #+end_src149 =physical!= iterates through a creature's node structure, creating150 CollisionShapes for each geometry with the mass specified in that151 geometry's meta-data.153 #+name: test-2154 #+begin_src clojure155 (in-ns 'cortex.test.body)157 (def gravity-control158 {"key-g" (fn [world _]159 (set-gravity world (Vector3f. 0 -9.81 0)))160 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))})162 (defn floor []163 (box 10 3 10 :position (Vector3f. 0 -10 0)164 :color ColorRGBA/Gray :mass 0))166 (defn test-hand-2167 ([] (test-hand-2 false))168 ([record?]169 (world170 (nodify171 [(doto (hand)172 (physical!))173 (floor)])174 (merge standard-debug-controls gravity-control)175 (fn [world]176 (if record?177 (Capture/captureVideo178 world (File. "/home/r/proj/cortex/render/body/2")))179 (set-gravity world Vector3f/ZERO)180 (setup world))181 no-op)))182 #+end_src184 #+results: test-2185 : #'cortex.test.body/test-hand-2187 #+begin_html188 <div class="figure">189 <center>190 <video controls="controls" width="640">191 <source src="../video/crumbly-hand.ogg" type="video/ogg"192 preload="none" poster="../images/aurellem-1280x480.png" />193 </video>194 <br> <a href="http://youtu.be/GEA1SACwpPg"> YouTube </a>195 </center>196 <p>The hand now has a physical presence, but there is nothing to hold197 it together.</p>198 </div>199 #+end_html201 Now that's some progress.203 * Joints205 Obviously, an AI is not going to be doing much while lying in pieces206 on the floor. So, the next step to making a proper body is to connect207 those pieces together with joints. jMonkeyEngine has a large array of208 joints available via bullet, such as Point2Point, Cone, Hinge, and a209 generic Six Degree of Freedom joint, with or without spring210 restitution.212 Although it should be possible to specify the joints using blender's213 physics system, and then automatically import them with jMonkeyEngine,214 the support isn't there yet, and there are a few problems with bullet215 itself that need to be solved before it can happen.217 So, I will use the same system for specifying joints as I will do for218 some senses. Each joint is specified by an empty node whose parent219 has the name "joints". Their orientation and meta-data determine what220 joint is created.222 #+attr_html: width="755"223 #+caption: Joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine224 [[../images/hand-screenshot1.png]]226 The empty node in the upper right, highlighted in yellow, is the227 parent node of all the empties which represent joints. The following228 functions must do three things to translate these into real joints:230 - Find the children of the "joints" node.231 - Determine the two spatials the joint is meant to connect.232 - Create the joint based on the meta-data of the empty node.234 ** Finding the Joints236 The higher order function =sense-nodes= from =cortex.sense= simplifies237 the first task.239 #+name: joints-2240 #+begin_src clojure241 (def242 ^{:doc "Return the children of the creature's \"joints\" node."243 :arglists '([creature])}244 joints245 (sense-nodes "joints"))246 #+end_src248 ** Joint Targets and Orientation250 This technique for finding a joint's targets is very similar to251 =cortex.sense/closest-node=. A small cube, centered around the252 empty-node, grows exponentially until it intersects two /physical/253 objects. The objects are ordered according to the joint's rotation,254 with the first one being the object that has more negative coordinates255 in the joint's reference frame. Since the objects must be physical,256 the empty-node itself escapes detection. Because the objects must be257 physical, =joint-targets= must be called /after/ =physical!= is258 called.260 #+name: joints-3261 #+begin_src clojure262 (defn joint-targets263 "Return the two closest two objects to the joint object, ordered264 from bottom to top according to the joint's rotation."265 [#^Node parts #^Node joint]266 (loop [radius (float 0.01)]267 (let [results (CollisionResults.)]268 (.collideWith269 parts270 (BoundingBox. (.getWorldTranslation joint)271 radius radius radius) results)272 (let [targets273 (distinct274 (map #(.getGeometry %) results))]275 (if (>= (count targets) 2)276 (sort-by277 #(let [joint-ref-frame-position278 (jme-to-blender279 (.mult280 (.inverse (.getWorldRotation joint))281 (.subtract (.getWorldTranslation %)282 (.getWorldTranslation joint))))]283 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))284 (take 2 targets))285 (recur (float (* radius 2))))))))286 #+end_src288 ** Generating Joints290 This section of code iterates through all the different ways of291 specifying joints using blender meta-data and converts each one to the292 appropriate jMonkeyEngine joint.294 #+name: joints-4295 #+begin_src clojure296 (defmulti joint-dispatch297 "Translate blender pseudo-joints into real JME joints."298 (fn [constraints & _]299 (:type constraints)))301 (defmethod joint-dispatch :point302 [constraints control-a control-b pivot-a pivot-b rotation]303 ;;(println-repl "creating POINT2POINT joint")304 ;; bullet's point2point joints are BROKEN, so we must use the305 ;; generic 6DOF joint instead of an actual Point2Point joint!307 ;; should be able to do this:308 (comment309 (Point2PointJoint.310 control-a311 control-b312 pivot-a313 pivot-b))315 ;; but instead we must do this:316 ;;(println-repl "substituting 6DOF joint for POINT2POINT joint!")317 (doto318 (SixDofJoint.319 control-a320 control-b321 pivot-a322 pivot-b323 false)324 (.setLinearLowerLimit Vector3f/ZERO)325 (.setLinearUpperLimit Vector3f/ZERO)))327 (defmethod joint-dispatch :hinge328 [constraints control-a control-b pivot-a pivot-b rotation]329 ;;(println-repl "creating HINGE joint")330 (let [axis331 (if-let332 [axis (:axis constraints)]333 axis334 Vector3f/UNIT_X)335 [limit-1 limit-2] (:limit constraints)336 hinge-axis337 (.mult338 rotation339 (blender-to-jme axis))]340 (doto341 (HingeJoint.342 control-a343 control-b344 pivot-a345 pivot-b346 hinge-axis347 hinge-axis)348 (.setLimit limit-1 limit-2))))350 (defmethod joint-dispatch :cone351 [constraints control-a control-b pivot-a pivot-b rotation]352 (let [limit-xz (:limit-xz constraints)353 limit-xy (:limit-xy constraints)354 twist (:twist constraints)]356 ;;(println-repl "creating CONE joint")357 ;;(println-repl rotation)358 ;;(println-repl359 ;; "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))360 ;;(println-repl361 ;; "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))362 ;;(println-repl363 ;; "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))364 (doto365 (ConeJoint.366 control-a367 control-b368 pivot-a369 pivot-b370 rotation371 rotation)372 (.setLimit (float limit-xz)373 (float limit-xy)374 (float twist)))))376 (defn connect377 "Create a joint between 'obj-a and 'obj-b at the location of378 'joint. The type of joint is determined by the metadata on 'joint.380 Here are some examples:381 {:type :point}382 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}383 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)385 {:type :cone :limit-xz 0]386 :limit-xy 0]387 :twist 0]} (use XZY rotation mode in blender!)"388 [#^Node obj-a #^Node obj-b #^Node joint]389 (let [control-a (.getControl obj-a RigidBodyControl)390 control-b (.getControl obj-b RigidBodyControl)391 joint-center (.getWorldTranslation joint)392 joint-rotation (.toRotationMatrix (.getWorldRotation joint))393 pivot-a (world-to-local obj-a joint-center)394 pivot-b (world-to-local obj-b joint-center)]396 (if-let [constraints397 (map-vals398 eval399 (read-string400 (meta-data joint "joint")))]401 ;; A side-effect of creating a joint registers402 ;; it with both physics objects which in turn403 ;; will register the joint with the physics system404 ;; when the simulation is started.405 (do406 ;;(println-repl "creating joint between"407 ;; (.getName obj-a) "and" (.getName obj-b))408 (joint-dispatch constraints409 control-a control-b410 pivot-a pivot-b411 joint-rotation))412 ;;(println-repl "could not find joint meta-data!")413 )))414 #+end_src416 Creating joints is now a matter of applying =connect= to each joint417 node.419 #+name: joints-5420 #+begin_src clojure421 (defn joints!422 "Connect the solid parts of the creature with physical joints. The423 joints are taken from the \"joints\" node in the creature."424 [#^Node creature]425 (dorun426 (map427 (fn [joint]428 (let [[obj-a obj-b] (joint-targets creature joint)]429 (connect obj-a obj-b joint)))430 (joints creature))))431 #+end_src433 ** Round 3435 Now we can test the hand in all its glory.437 #+name: test-3438 #+begin_src clojure439 (in-ns 'cortex.test.body)441 (def debug-control442 {"key-h" (fn [world val]443 (if val (enable-debug world)))})445 (defn test-hand-3446 ([] (test-hand-3 false))447 ([record?]448 (world449 (nodify450 [(doto (hand)451 (physical!)452 (joints!))453 (floor)])454 (merge standard-debug-controls debug-control455 gravity-control)456 (comp457 #(Capture/captureVideo458 % (File. "/home/r/proj/cortex/render/body/3"))459 #(do (set-gravity % Vector3f/ZERO) %)460 setup)461 no-op)))462 #+end_src464 =physical!= makes the hand solid, then =joints!= connects each465 piece together.467 #+begin_html468 <div class="figure">469 <center>470 <video controls="controls" width="640">471 <source src="../video/full-hand.ogg" type="video/ogg"472 preload="none" poster="../images/aurellem-1280x480.png" />473 </video>474 <br> <a href="http://youtu.be/4affLfwSPP4"> YouTube </a>475 </center>476 <p>Now the hand is physical and has joints.</p>477 </div>478 #+end_html480 The joints are visualized as green connections between each segment481 for debug purposes. You can see that they correspond to the empty482 nodes in the blender file.484 * Wrap-Up!486 It is convenient to combine =physical!= and =joints!= into one487 function that completely creates the creature's physical body.489 #+name: joints-6490 #+begin_src clojure491 (defn body!492 "Endow the creature with a physical body connected with joints. The493 particulars of the joints and the masses of each body part are494 determined in blender."495 [#^Node creature]496 (physical! creature)497 (joints! creature))498 #+end_src500 * The Worm502 Going forward, I will use a model that is less complicated than the503 hand. It has two segments and one joint, and I call it the worm. All504 of the senses described in the following posts will be applied to this505 worm.507 #+name: test-4508 #+begin_src clojure509 (in-ns 'cortex.test.body)511 (defn worm []512 (load-blender-model513 "Models/test-creature/worm.blend"))515 (defn test-worm517 "Testing physical bodies:518 You should see the the worm fall onto a table. You can fire519 physical balls at it and the worm should move upon being struck.521 Keys:522 <space> : fire cannon ball."524 ([] (test-worm false))525 ([record?]526 (let [timer (RatchetTimer. 60)]527 (world528 (nodify529 [(doto (worm)530 (body!))531 (floor)])532 (merge standard-debug-controls debug-control)533 #(do534 (speed-up %)535 (light-up-everything %)536 (.setTimer % timer)537 (cortex.util/display-dilated-time % timer)538 (if record?539 (Capture/captureVideo540 % (File. "/home/r/proj/cortex/render/body/4"))))541 no-op))))542 #+end_src544 #+results: test-4545 : #'cortex.test.body/test-worm547 #+begin_html548 <div class="figure">549 <center>550 <video controls="controls" width="640">551 <source src="../video/worm-1.ogg" type="video/ogg"552 preload="none" poster="../images/aurellem-1280x480.png" />553 </video>554 <br> <a href="http://youtu.be/rFVXI0T3iSE"> YouTube </a>555 </center>556 <p>This worm model will be the platform onto which future senses will557 be grafted.</p>558 </div>559 #+end_html561 * Headers562 #+name: body-header563 #+begin_src clojure564 (ns cortex.body565 "Assemble a physical creature using the definitions found in a566 specially prepared blender file. Creates rigid bodies and joints so567 that a creature can have a physical presence in the simulation."568 {:author "Robert McIntyre"}569 (:use (cortex world util sense))570 (:import571 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)572 (com.jme3.bullet.joints573 SixDofJoint Point2PointJoint HingeJoint ConeJoint)574 com.jme3.bullet.control.RigidBodyControl575 com.jme3.collision.CollisionResults576 com.jme3.bounding.BoundingBox577 com.jme3.scene.Node578 com.jme3.scene.Geometry579 com.jme3.bullet.collision.shapes.HullCollisionShape))580 #+end_src582 #+name: test-header583 #+begin_src clojure584 (ns cortex.test.body585 (:use (cortex world util body))586 (:import587 (com.aurellem.capture Capture RatchetTimer IsoTimer)588 (com.jme3.math Quaternion Vector3f ColorRGBA)589 java.io.File))590 #+end_src592 #+results: test-header593 : java.io.File595 * Source596 - [[../src/cortex/body.clj][cortex.body]]597 - [[../src/cortex/test/body.clj][cortex.test.body]]598 - [[../assets/Models/test-creature/hand.blend][hand.blend]]599 - [[../assets/Models/test-creature/palm.png][UV-map-1]]600 - [[../assets/Models/test-creature/worm.blend][worm.blend]]601 - [[../assets/Models/test-creature/retina-small.png][UV-map-1]]602 - [[../assets/Models/test-creature/tip.png][UV-map-2]]603 #+html: <ul> <li> <a href="../org/body.org">This org file</a> </li> </ul>604 - [[http://hg.bortreb.com ][source-repository]]606 * Next607 The body I have made here exists without any senses or effectors. In608 the [[./vision.org][next post]], I'll give the creature eyes.610 * COMMENT Generate Source611 #+begin_src clojure :tangle ../src/cortex/body.clj612 <<body-header>>613 <<body-1>>614 <<joints-2>>615 <<joints-3>>616 <<joints-4>>617 <<joints-5>>618 <<joints-6>>619 #+end_src621 #+begin_src clojure :tangle ../src/cortex/test/body.clj622 <<test-header>>623 <<test-1>>624 <<test-2>>625 <<test-3>>626 <<test-4>>627 #+end_src